mirror of
https://github.com/dolphin-emu/dolphin.git
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359 lines
15 KiB
C++
359 lines
15 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <string>
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#include "Common/CommonTypes.h"
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#undef OS // CURL defines that, nobody uses it...
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namespace DriverDetails
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{
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// API types supported by driver details
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// This is separate to APIType in VideoConfig.h due to the fact that a bug
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// can affect multiple APIs.
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enum API
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{
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API_OPENGL = (1 << 0),
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API_VULKAN = (1 << 1),
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API_METAL = (1 << 2),
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};
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// Enum of supported operating systems
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enum OS
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{
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OS_ALL = (1 << 0),
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OS_WINDOWS = (1 << 1),
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OS_LINUX = (1 << 2),
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OS_OSX = (1 << 3),
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OS_ANDROID = (1 << 4),
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OS_FREEBSD = (1 << 5),
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OS_OPENBSD = (1 << 6),
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OS_NETBSD = (1 << 7),
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OS_HAIKU = (1 << 8),
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};
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// Enum of known vendors
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// Tegra and Nvidia are separated out due to such substantial differences
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enum Vendor
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{
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VENDOR_ALL = 0,
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VENDOR_NVIDIA,
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VENDOR_ATI,
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VENDOR_INTEL,
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VENDOR_ARM,
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VENDOR_QUALCOMM,
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VENDOR_IMGTEC,
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VENDOR_TEGRA,
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VENDOR_VIVANTE,
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VENDOR_MESA,
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VENDOR_APPLE,
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VENDOR_UNKNOWN
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};
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// Enum of known drivers
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enum Driver
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{
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DRIVER_ALL = 0,
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DRIVER_NVIDIA, // Official Nvidia, including mobile GPU
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DRIVER_NOUVEAU, // OSS nouveau
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DRIVER_ATI, // Official ATI
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DRIVER_R600, // OSS Radeon
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DRIVER_INTEL, // Official Intel
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DRIVER_I965, // OSS Intel
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DRIVER_ARM, // Official Mali driver
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DRIVER_LIMA, // OSS Mali driver
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DRIVER_QUALCOMM, // Official Adreno driver
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DRIVER_FREEDRENO, // OSS Adreno driver
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DRIVER_IMGTEC, // Official PowerVR driver
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DRIVER_VIVANTE, // Official Vivante driver
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DRIVER_PORTABILITY, // Vulkan via Metal on macOS
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DRIVER_APPLE, // Metal on macOS
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DRIVER_UNKNOWN // Unknown driver, default to official hardware driver
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};
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enum class Family
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{
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UNKNOWN,
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INTEL_SANDY,
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INTEL_IVY,
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};
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// Enum of known bugs
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// These can be vendor specific, but we put them all in here
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// For putting a new bug in here, make sure to put a detailed comment above the enum
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// This'll ensure we know exactly what the issue is.
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enum Bug
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{
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// Bug: UBO buffer offset broken
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// Affected devices: all mesa drivers
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// Started Version: 9.0 (mesa doesn't support ubo before)
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// Ended Version: up to 9.2
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// The offset of glBindBufferRange was ignored on all Mesa Gallium3D drivers until 9.1.3
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// Nouveau stored the offset as u16 which isn't enough for all cases with range until 9.1.6
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// I965 has broken data fetches from uniform buffers which results in a dithering until 9.2.0
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BUG_BROKEN_UBO,
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// Bug: The pinned memory extension isn't working for index buffers
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// Affected devices: AMD as they are the only vendor providing this extension
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// Started Version: ?
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// Ended Version: 13.9 working for me (neobrain).
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// Affected OS: Linux
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// Pinned memory is disabled for index buffer as the AMD driver (the only one with pinned memory
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// support) seems
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// to be broken. We just get flickering/black rendering when using pinned memory here -- degasus -
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// 2013/08/20
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// This bug only happens when paired with base_vertex.
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// Please see issue #6105. Let's hope buffer storage solves this issue.
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// TODO: Detect broken drivers.
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BUG_BROKEN_PINNED_MEMORY,
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// Bug: glBufferSubData/glMapBufferRange stalls + OOM
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// Affected devices: Adreno a3xx/Mali-t6xx
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// Started Version: -1
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// Ended Version: -1
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// Both Adreno and Mali have issues when you call glBufferSubData or glMapBufferRange
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// The driver stalls in each instance no matter what you do
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// Apparently Mali and Adreno share code in this regard since they were written by the same
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// person.
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BUG_BROKEN_BUFFER_STREAM,
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// Bug: ARB_buffer_storage doesn't work with ARRAY_BUFFER type streams
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// Affected devices: GeForce 4xx+
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// Started Version: -1
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// Ended Version: 332.21
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// The buffer_storage streaming method is required for greater speed gains in our buffer streaming
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// It reduces what is needed for streaming to basically a memcpy call
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// It seems to work for all buffer types except GL_ARRAY_BUFFER
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BUG_BROKEN_BUFFER_STORAGE,
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// Bug: Intel HD 3000 on OS X has broken primitive restart
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// Affected devices: Intel HD 3000
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// Affected OS: OS X
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// Started Version: -1
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// Ended Version: -1
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// The drivers on OS X has broken primitive restart.
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// Intel HD 4000 series isn't affected by the bug
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BUG_PRIMITIVE_RESTART,
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// Bug: unsync mapping doesn't work fine
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// Affected devices: Nvidia driver, ARM Mali
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// Started Version: -1
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// Ended Version: -1
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// The Nvidia driver (both Windows + Linux) doesn't like unsync mapping performance wise.
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// Because of their threaded behavior, they seem not to handle unsync mapping complete unsync,
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// in fact, they serialize the driver which adds a much bigger overhead.
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// Workaround: Use BufferSubData
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// The Mali behavior is even worse: They just ignore the unsychronized flag and stall the GPU.
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// Workaround: As they were even too lazy to implement asynchronous buffer updates,
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// BufferSubData stalls as well, so we have to use the slowest possible path:
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// Alloc one buffer per draw call with BufferData.
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// TODO: some Windows AMD driver/GPU combination seems also affected
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// but as they all support pinned memory, it doesn't matter
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BUG_BROKEN_UNSYNC_MAPPING,
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// Bug: Intel's Window driver broke buffer_storage with GL_ELEMENT_ARRAY_BUFFER
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// Affected devices: Intel (Windows)
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// Started Version: 15.36.3.64.3907 (10.18.10.3907)
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// Ended Version: 15.36.7.64.3960 (10.18.10.3960)
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// Intel implemented buffer_storage in their GL 4.3 driver.
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// It works for all the buffer types we use except GL_ELEMENT_ARRAY_BUFFER.
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// Causes complete blackscreen issues.
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BUG_INTEL_BROKEN_BUFFER_STORAGE,
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// Bug: Qualcomm has broken boolean negation
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// Affected devices: Adreno
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// Started Version: -1
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// Ended Version: -1
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// Qualcomm has the boolean negation broken in their shader compiler
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// Instead of inverting the boolean value it does a binary negation on the full 32bit register
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// This causes a compare against zero to fail in their shader since it is no longer a 0 or 1 value
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// but 0xFFFFFFFF or 0xFFFFFFFE depending on what the boolean value was before the negation.
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//
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// This bug has a secondary issue tied to it unlike other bugs.
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// The correction of this bug is to check the boolean value against false which results in us
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// not doing a negation of the source but instead checking against the boolean value we want.
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// The issue with this is that Intel's Windows driver is broken when checking if a boolean value
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// is equal to true or false, so one has to do a boolean negation of the source
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//
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// eg.
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// Broken on Qualcomm
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// Works on Windows Intel
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// if (!cond)
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//
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// Works on Qualcomm
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// Broken on Windows Intel
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// if (cond == false)
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BUG_BROKEN_NEGATED_BOOLEAN,
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// Bug: glCopyImageSubData doesn't work on i965
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// Started Version: -1
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// Ended Version: 10.6.4
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// Mesa meta misses to disable the scissor test.
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BUG_BROKEN_COPYIMAGE,
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// Bug: ARM Mali managed to break disabling vsync
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// Affected Devices: Mali
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// Started Version: r5p0-rev2
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// Ended Version: -1
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// If we disable vsync with eglSwapInterval(dpy, 0) then the screen will stop showing new updates
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// after a handful of swaps.
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// This was noticed on a Samsung Galaxy S6 with its Android 5.1.1 update.
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// The default Android 5.0 image didn't encounter this issue.
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// We can't actually detect what the driver version is on Android, so until the driver version
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// lands that displays the version in
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// the GL_VERSION string, we will have to force vsync to be enabled at all times.
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BUG_BROKEN_VSYNC,
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// Bug: Broken lines in geometry shaders
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// Affected Devices: Mesa r600/radeonsi, Mesa Sandy Bridge
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// Started Version: -1
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// Ended Version: 11.1.2 for radeon, -1 for Sandy
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// Mesa introduced geometry shader support for radeon and sandy bridge devices and failed to test
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// it with us.
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// Causes misrenderings on a large amount of things that draw lines.
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BUG_BROKEN_GEOMETRY_SHADERS,
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// Bug: glGetBufferSubData for bounding box reads is slow on AMD drivers
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// Started Version: -1
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// Ended Version: -1
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// Bounding box reads use glGetBufferSubData to read back the contents of the SSBO, but this is
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// slow on AMD drivers, compared to
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// using glMapBufferRange. glMapBufferRange is slower on Nvidia drivers, we suspect due to the
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// first call moving the buffer from
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// GPU memory to system memory. Use glMapBufferRange for BBox reads on AMD, and glGetBufferSubData
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// everywhere else.
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BUG_SLOW_GETBUFFERSUBDATA,
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// Bug: Broken lines in geometry shaders when writing to gl_ClipDistance in the vertex shader
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// Affected Devices: Mesa i965
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// Started Version: -1
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// Ended Version: -1
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// Writing to gl_ClipDistance in both the vertex shader and the geometry shader will break
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// the geometry shader. Current workaround is to make sure the geometry shader always consumes
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// the gl_ClipDistance inputs from the vertex shader.
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BUG_BROKEN_CLIP_DISTANCE,
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// Bug: Dual-source outputs from fragment shaders are broken on some drivers.
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// Started Version: -1
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// Ended Version: -1
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// On some AMD drivers, fragment shaders that specify dual-source outputs can cause the driver to
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// crash. Sometimes this happens in the kernel mode part of the driver, resulting in a BSOD.
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// These shaders are also particularly problematic on macOS's Intel drivers. On OpenGL, they can
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// cause depth issues. On Metal, they can cause the driver to not write a primitive to the depth
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// buffer if dual source blending is output in the shader but not subsequently used in blending.
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// Compile separate shaders for DSB on vs off for these drivers.
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BUG_BROKEN_DUAL_SOURCE_BLENDING,
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// BUG: ImgTec GLSL shader compiler fails when negating the input to a bitwise operation
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// Started version: 1.5
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// Ended version: 1.8@4693462
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// Shaders that do something like "variable <<= (-othervariable);" cause the shader to
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// fail compilation with no useful diagnostic log. This can be worked around by storing
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// the negated value to a temporary variable then using that in the bitwise op.
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BUG_BROKEN_BITWISE_OP_NEGATION,
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// BUG: The GPU shader code appears to be context-specific on Mesa/i965.
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// This means that if we compiled the ubershaders asynchronously, they will be recompiled
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// on the main thread the first time they are used, causing stutter. For now, disable
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// asynchronous compilation on Mesa i965. On nouveau, our use of glFinish() can cause
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// crashes and/or lockups.
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// Started version: -1
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// Ended Version: -1
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BUG_SHARED_CONTEXT_SHADER_COMPILATION,
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// Bug: Fast clears on a MSAA framebuffer can cause NVIDIA GPU resets/lockups.
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// Started version: -1
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// Ended version: -1
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// Calling vkCmdClearAttachments with a partial rect, or specifying a render area in a
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// render pass with the load op set to clear can cause the GPU to lock up, or raise a
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// bounds violation. This only occurs on MSAA framebuffers, and it seems when there are
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// multiple clears in a single command buffer. Worked around by back to the slow path
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// (drawing quads) when MSAA is enabled.
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BUG_BROKEN_MSAA_CLEAR,
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// BUG: Some vulkan implementations don't like the 'clear' loadop renderpass.
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// For example, the ImgTec VK driver fails if you try to use a framebuffer with a different
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// load/store op than that which it was created with, despite the spec saying they should be
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// compatible.
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// Started Version: 1.7
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// Ended Version: 1.10
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BUG_BROKEN_CLEAR_LOADOP_RENDERPASS,
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// BUG: 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect.
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// To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy.
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// We still resolve this to a R32F texture, as there is no 24-bit format.
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// Started version: -1
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// Ended version: -1
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BUG_BROKEN_D32F_CLEAR,
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// BUG: Reversed viewport depth range does not work as intended on some Vulkan drivers.
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// The Vulkan spec allows the minDepth/maxDepth fields in the viewport to be reversed,
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// however the implementation is broken on some drivers.
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BUG_BROKEN_REVERSED_DEPTH_RANGE,
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// BUG: Cached memory is significantly slower for readbacks than coherent memory in the
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// Mali Vulkan driver, causing high CPU usage in the __pi___inval_cache_range kernel
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// function. This flag causes readback buffers to select the coherent type.
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BUG_SLOW_CACHED_READBACK_MEMORY,
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// BUG: Apparently ARM Mali GLSL compiler managed to break bitwise AND operations between
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// two integers vectors, when one of them is non-constant (though the exact cases of when
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// this occurs are still unclear). The resulting vector from the operation will be the
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// constant vector.
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// Easy enough to fix, just do the bitwise AND operation on the vector components first and
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// then construct the final vector.
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// Started version: -1
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// Ended version: -1
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BUG_BROKEN_VECTOR_BITWISE_AND,
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// BUG: Accessing gl_SubgroupInvocationID causes the Metal shader compiler to crash.
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// Affected devices: AMD (older macOS)
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// Started version: ???
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// Ended version: ???
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// (Workaround currently disabled, will put it back when someone hits the issue and we can
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// find out what devices and OSes it actually affects)
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// BUG: Using subgroupMax in a shader that can discard results in garbage data
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// (For some reason, this only happens at 4x+ IR on Metal, but 2x+ IR on MoltenVK)
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// Affected devices: Intel (macOS)
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// Started version: -1
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// Ended version: -1
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BUG_BROKEN_SUBGROUP_OPS_WITH_DISCARD,
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// BUG: gl_HelperInvocation is actually !gl_HelperInvocation
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// Affected devices: AMD (macOS)
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// Started version: -1
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// Ended version: -1
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BUG_INVERTED_IS_HELPER,
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// BUG: Multi-threaded shader pre-compilation sometimes crashes
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// Used primarily in Videoconfig.cpp's GetNumAutoShaderPreCompilerThreads()
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// refer to https://github.com/dolphin-emu/dolphin/pull/9414 for initial validation coverage
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BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION,
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// BUG: Some driver and Apple Silicon GPU combinations have problems with fragment discard when
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// early depth test is enabled. Discarded fragments may appear corrupted (Super Mario Sunshine,
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// Sonic Adventure 2: Battle, Phantasy Star Online Epsiodes 1 & 2, etc).
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// Affected devices: Apple Silicon GPUs of Apple family 4 and newer.
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// Started version: -1
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// Ended version: -1
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BUG_BROKEN_DISCARD_WITH_EARLY_Z,
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// BUG: Using dynamic sampler indexing locks up the GPU
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// Affected devices: Intel (macOS Metal)
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// Started version: -1
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// Ended version: -1
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BUG_BROKEN_DYNAMIC_SAMPLER_INDEXING,
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// BUG: vkCmdCopyImageToBuffer allocates a staging image when used to copy from
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// an image with optimal tiling.
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// Affected devices: Adreno
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// Started Version: -1
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// Ended Version: -1
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BUG_SLOW_OPTIMAL_IMAGE_TO_BUFFER_COPY
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};
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// Initializes our internal vendor, device family, and driver version
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void Init(API api, Vendor vendor, Driver driver, const double version, const Family family,
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std::string name);
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// Once Vendor and driver version is set, this will return if it has the applicable bug passed to
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// it.
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bool HasBug(Bug bug);
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// Overrides the current state of a bug
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void OverrideBug(Bug bug, bool new_value);
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} // namespace DriverDetails
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